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Emitted Bouncing bullets help
Archive: 7 posts
Ok folks. I'm working on a level with a ship that fires, does all sorts of fancy stuff ... now I want it's bullets to either hit an enemy and destroy it (I've got that done) or hit the invisible boundary of the playing field and bounce off eventually fading away after 1.5 secs. Bullets are being emitter at 30 frequency, destroyed at 100 max. Any suggestions would be much appreciated | 2014-07-07 19:59:00 Author: KingerBrocku Posts: 45 |
I'm sure there are several ways to doing this, my thought is this: Place a tag on your invisible wall and label it "destroy" or something appropriate On your bullet object create a microchip with an Impact Sensor set to require the tag you placed on the invisible wall. Connect the Impact Sensor to a 1.5 sec timer, and connect the timer to a Destroyer set to "Fade." If your bullet is made of more than one object or piece of material, be sure to set the Destroyer to "include rigid connections." | 2014-07-07 20:24:00 Author: Pookachoo Posts: 838 |
I'm sure there are several ways to doing this, my thought is this: Place a tag on your invisible wall and label it "destroy" or something appropriate On your bullet object create a microchip with an Impact Sensor set to require the tag you placed on the invisible wall. Connect the Impact Sensor to a 1.5 sec timer, and connect the timer to a Destroyer set to "Fade." If your bullet is made of more than one object or piece of material, be sure to set the Destroyer to "include rigid connections." What I'm hoping for is the bullet to travel along its projected path, collide with the wall, bounce off in a logical manner, and then fade away. Using your method would holo hit the wall and reflect into a direction that makes sense or simply reflect back in opposite direction? edit i should note my bullets and walls are holo material and therefore appear to have no physics based behavior | 2014-07-07 20:34:00 Author: KingerBrocku Posts: 45 |
Kinger.....YOU LIVE?! | 2014-07-07 20:39:00 Author: theIronHorse Posts: 279 |
What I'm hoping for is the bullet to travel along its projected path, collide with the wall, bounce off in a logical manner, and then fade away. Using your method would holo hit the wall and reflect into a direction that makes sense or simply reflect back in opposite direction? edit i should note my bullets and walls are holo material and therefore appear to have no physics based behavior Ah, if your not dealing with physics then it'll take a bit more. The impact sensor should still work but you'll have to use logic to make the illusion of a physical bounce/reflection. Maybe have the impact sensor trigger a mover? I'm not sure offhand how you'd create a realistic effect with the movers though. | 2014-07-07 21:20:00 Author: Pookachoo Posts: 838 |
Any chance you can attach everything to invisible material with 100% bounciness in a thin layer or something? Or... dunno if this will work... but you could try putting tags on the walls to uniquely identify them, then use impact sensors to control an advanced mover (Bottom impact minus Top impact into the up-down input, Right impact minus Left impact into the left-right input). You'll need to tweak the advanced mover to get the right bounce, and maybe you need to cut off the impacts to a pulse, too (counter with output connected to reset). But that might only be good enough if all bullets travel at the same angle all the time. Otherwise you're going to need two speed sensors to measure the vertical and horizontal speed. And you won't even need 4 tags then, only 2, because the speed is already positive or negative. | 2014-07-07 22:48:00 Author: Rogar Posts: 2284 |
I have a crazy idea on this! What if you use a round piece of hologram, divided up like a sliced pie. This pie needs a gyroscope so it won't spin. Now each slice has an impact sensor which triggers a mover. This should be a fairly simple way to make the correct bounce angle. | 2014-07-09 00:25:00 Author: one-mad-bunny Posts: 334 |
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